//INITIALIZE THINGS FOR SWAPING FROM BUY TO BUILD STATE
    public void BuyToBuild(int i)
    {
        //INSTANTIATE SHADERER SCRIPT
        BV_BuildingShaderer shaderer = transform.GetComponent <BV_BuildingShaderer> ();

        shaderer.updateColor();
        //INSTANTIATE CHILD SCRIPT
        BV_Terrain terrainScript = childTerrain.GetComponent <BV_Terrain>();

        //CHANGE CHILD COLOR
        terrainScript.changeColor(i);
        terrainScript.sendRPC(i);
        myState = stateEnum.Build;
        setValues();

        switch (i)
        {
        case 0:
            myOwner = ownerEnum.game;
            break;

        case 1:
            myOwner = ownerEnum.playerBlue;
            ownerID = 1;
            break;

        case 2:
            myOwner = ownerEnum.playerGreen;
            ownerID = 2;
            break;

        case 3:
            myOwner = ownerEnum.playerOrange;
            ownerID = 3;
            break;

        case 4:
            myOwner = ownerEnum.playerRed;
            ownerID = 4;
            break;

        case 5:
            myOwner = ownerEnum.playerYellow;
            ownerID = 5;
            break;
        }
    }
Example #2
0
    public void updateInfluence()
    {
        foreach (GameObject building in ownedBuilding)
        {
            BV_BuildingManager thisScript = building.GetComponent <BV_BuildingManager>();

            if (state == stateEnum.influence)
            {
                print("INFLUENCE = " + thisScript.getInfluence());

                if (stats_influence >= 0 && stats_influence < 50)
                {
                    building.GetComponent <Renderer> ().material.color = new Color32(255, 255, 255, 255);
                }
                if (stats_influence >= 50 && stats_influence < 100)
                {
                    building.GetComponent <Renderer> ().material.color = new Color32(255, 200, 255, 255);
                }
                if (stats_influence >= 100 && stats_influence < 150)
                {
                    building.GetComponent <Renderer> ().material.color = new Color32(255, 150, 255, 255);
                }
                if (stats_influence >= 150 && stats_influence < 200)
                {
                    building.GetComponent <Renderer> ().material.color = new Color32(255, 50, 255, 255);
                }
                if (stats_influence >= 200)
                {
                    building.GetComponent <Renderer> ().material.color = new Color32(255, 0, 255, 255);
                }
            }
            else
            {
                building.GetComponent <Renderer> ().material.color = Color.white;
                BV_BuildingShaderer shaderer = building.GetComponent <BV_BuildingShaderer>();
                shaderer.updateColor();
            }
        }
    }